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#Post#: 181--------------------------------------------------
Ninjutsu
By: Pluribus Date: March 5, 2019, 6:19 pm
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Ninjutsu Basics
Hand Seals
Each rank is increased within a five hand seal category. You can
preform 1 hand sign for every 10 dexterity you have, per turn.
D rank = 1-5 Hand seals
C Rank = 6-10 Hand seals
B Rank = 11-15 Hand Seals
A Rank = 16-20 Hand Seals
S Rank = 21-25 Hand Seals
Jutsu such as the rasengan don't truly have hand seals but
instead require a build up of chakra time. The same applies as
hand seals. You will have to wait tell you have 20 hand seals
worth of chakra buildup before you can use the rasengan.
The more hand seals the stronger the technique. So if you have
an incredibly weak D rank jutsu maybe only give it 1 hand sign.
Don't be like shun who will see this list and automatically try
to put the minimum number of hand signs on all his jutsu.
Jutsu Power
Though a jutsu is measured by the wisdom of an individual it
also is governed by the amount of chakra put into the technique.
Because of this levels of jutsu exist. D ranks have very low
use of it's power only using about 1 power per five of your
wisdom but requires less chakra. Meanwhile techniques using S
rank will take a lot of chakra and reward you with the power
equal to your wisdom.
D = 1/5
C = 2/5
B = 3/5
A = 4/5
S = 5/5 or 1/1
Mana Slots
When casting a jutsu, the technique will exhaust mana slots up
to it's rank. d = 1, all the way to S = 5. Mana slots will only
become exhausted one at a time per turn that you aren't using
chakra. This means you can't recharge by crafting hand signs for
the next jutsu and just waiting for the mana slots to open up so
you can spam a major jutsu. You must evade and use things like
taijutsu to stall enough time for your mana slots to restore
themselves.
Clashing Jutsu
When jutsu clash, the difference between them must be greater
than 20 points. If they are less than 20 points upon striking
each other the techniques will simply cancel one another out.
Dodging Jutsu
Depending on the jutsu you will be able to dodge with a Wisdom
(attacker) vs Dexterity (defender) check. Be reasonable. If
someone uses a massive jutsu that spans a massive area. Don't
simply dodge the entire attack with a roll, as this can't be
done. You can instead use dodge to retreat backwards to give
yourself time to enact a jutsu of your own or use it to do
something like hide behind a tree if possible.
Elemental Jutsu
Last Resort
If a jutsu's element is strong another another. Even if it is
completely outclassed in every way. It will always have a 25%
chance to cancel out the incoming attack.
Elemental Advantage
If the elemental has the advantage against another element.
increase the roll (not the overall power) of the technique by
25%.
Example: 50 wind vs 50 fire. The fire now has a 75% chance to
win the tie breaker but still will only strike the enemy for the
original 50 points of power.
Mixing Elements
If two elements join together they increase by increasing the
stronger technique with a percentage of the weaker element's
power.
D = 10%
C = 20%
B = 30%
A = 40%
S = 50%
Example: Fire element 50 mixes with d rank wind attack of 20.
Fire element now has 52 power.
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